Ascendancy choice for an archer comparison

Already deciding on a subclass for next xpack. Harbinger vs Voltaxic vs Windripper would take 100 years so let's generalize.

Deadeye: 60% Proj dmg, 20% attack speed, Far Shot, extra chain.

Far shot seems weak cause u aren't shooting two screens away most of the time, maps like crematorium etc are played like step thru the door> shoot once>stuff died 2 meters away cause room is 3 meters long\wide.

Raider: 54% attack dmg, 39% attack speed, 16% move speed, 45% evasion, 10% frenzy on kill, Onslaught.

This one looks better, for a harb build extra attack speed is nice, not so much for Voltaxic since mana sustain will be an issue without expensive flask or Atziri gloves, move speed is insane thus clear speed goes up ALOT. 45% eva is extra bonus I guess but eva sux so whatever. Can drop Bloodrage also.

Pathfinder: confused about this one. Need help.

Assassin: 45% crit chance, 10% chance pcharge on non crit, 15% crit multi,
100% crit vs full life, 60% crit multi vs full life,
0.5% base crit and 5% crit multi per pcharge.

This one is kinda strong but weird. 45% crit is like extra Pcharge. This subclass instagibs any trash mobs but then comes the dilemma. Say archer has 4 Pcharges. 2% base crit+20% multim nice. How can it get Pcharges without Heralds since it will crit close to 90% of the time on trash??? What is the point of Unstable infusion? weird.

Scion Pathfinder\Berserker: 50% Flask gain, 25% dmg during flask effect, chance to avoid status ailments, 1.5% dmg life leech, 10% MORE dmg, Savage Hit, 5% increased dmg taken.

This one looks promising. 10% MORE dmg is huge. Flask effects are nice. U take Savage hits a lot in this game, so it will proc regularly. 5% increased dmg taken is meh, it's not MORE. Ailment evoidance is also nice.

Any info\thoughts is appreciated. Let's find a perfect archer killing machine for the xpack.
-Forever Casual-
IGN: Zzerk
Last edited by _Zerk_#3067 on Feb 28, 2016, 4:11:10 PM
You're forgetting Duelist Champion with Fortitude and Inspirational: decent move speed, extra tankiness through perma Fortify. This is a really strong choice imho.

As for Far Shot, I believe you're overestimating the distance needed.

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5% increased dmg taken is meh, it's not MORE
It's *taken* damage, not damage dealt by monsters. It's a different multiplier and is equivalent to monster deals 5% *more* damage to you.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Last edited by Panini_aux_olives#1967 on Feb 28, 2016, 5:04:26 PM
"
Panini_aux_olives wrote:
You're forgetting Duelist Champion with Fortitude and Inspirational: decent move speed, extra tankiness through perma Fortify. This is a really strong choice imho.

As for Far Shot, I believe you're overestimating the distance needed.

"
5% increased dmg taken is meh, it's not MORE
It's *taken* damage, not damage dealt by monsters. It's a different multiplier and is equivalent to monster deals 5% *more* damage to you.


Duelist\Champ looks like a HC option that would be very good.

I was thinking that an arrow has fixed traveling distance, say 3 screens. So 3 screens away it will do 30% more dmg etc. If it's 3 meters away from the character then it's OP.

Mmmm.. GGG wording. So 5% more dmg.. say I take 4k hit... 5% more is 200 dmg extra.. meh.. imo worth it. Not sure how more vs increased is calculated.
-Forever Casual-
IGN: Zzerk
Last edited by _Zerk_#3067 on Feb 28, 2016, 5:16:43 PM
Duelist / Champion is a good spec overall, it's a strong choice in SC too, according to me.

As for damage calculation, it's just different types of modifiers.

To make it simple:
entities (monsters, players) deal base damage that are modified by their increased and more modifier, like this:

Final Damages A = base damage * (1 + sum of increased modifiers) * product of (1 + more modifier)

then opponent take this damage A, on which new modifiers are applied. This is where the increased damage taken applies. If you have multiple sources of such modifier (says berserker and Abyssus, and Vulnerability cast on you for example), they will indeed sum up together, and the sum will define the new damage value.

B = A * (1 + sum of increased damage taken)


Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
on my personal windripper build im 100% taking deadeye for Far Shot and the extra chain (i use gmp lightning arrow). this will boost my freeze duration like mad, since i use three dragons for massive freezes all over the place.

my other ranger will easily be taking raider since i have 10 frenzy and 11 afterwards. thats a bonus of 45% evasion, 36% frenzy duration, 48% atk spd, 53% atk dmg and 22% movement speed with a 20% chance on kill to gain another 20% movement speed/atk speed. yes please and thank you.


right now im working on a witch to raise up for my next bow build. elementalist in fact. very powerful considering the new support for flat out elemental damage, which is already high from full conversion/WED. amazing bonuses.

assassin is an obvious choice for things like quill rain Cast on Crit and just any bow build that lacks the base crit chance, like Chin Sol.

anything melee i am REALLY liking the Assassin (noxious strike in fact) and Gladiator options. Gladiator is kind of crazy actually. i can see some really high attack speed builds effectively double dipping on bleed/maim mechanic, and the bonuses applied by Gladiator. dual wield or just sword and board some dragoon swords (12% chance to cause bleed on hit, with gladiator that equals 37% chance on hit to cause bleed, and 30% chance on bleeding enemies to cause maim, 60% inc dmg against bleeding enemies, and when bleeding enemies die they explode for 20% their max hp as physical damage).

effectively just use frenzy as main attack, full physical damage, scale lots of physical damage which then ups the explosion. not sure if you could scale the AoE very easily of that explosion but if you could you could get up melee splash and focus single target full physical for some effective deeps

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